Ready Check: Lord Jaraxxus

Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses.
Last week, we took a short break so that Matthew Rossi could join us and celebrate the return of Onyxia. Hopefully, everyone's had the opportunity to go re-pwn her by now. If not, don't give up -- I'm confident everyone will be able to get her down eventually.
Lord Jaraxxus? Maybe not. Lord Jaraxxus is the first boss fight in the Trial of the Crusader which I felt was a true raid-check. It's not an impossible raid check, mind you. Once you get the hang of the fight, you'll do fine. But getting the dance steps down in the first place will probably give a few raids a migraine headache. Let's take a look at the big demon behind the cut.
Overview
The fight starts shortly after a guest appearance by Wilfred Fizzlebang. There's some fair argument about whether or not Wilfred meant to summon a weaker demon, and was shocked to see Lord Jaraxxus arrive. I'm leaning toward believing the arrival of Jaraxxus was a clever ploy by Fizzlebang to set us at ease. Fizzlebang's mortal shell has been struck down, but that will only make him more powerful than we can possibly imagine.
Anyway, enough about the gnome. During the fight, you'll be fighting not only Jaraxxus himself, but the legions he commands. In this case, it's some roaming Infernals and the occasional Mistress of Pain. Let's start looking at the powers:
Lord Jaraxxus
- Fel Fireball - Inflicts heavy Fire damage and moderate Fire damage every 1 second for 5 seconds. The cast can be interrupted with the usual techniques, and it is considered a magic effect for the purposes of dispelling.
- Fel Lightning - Inflicts moderate Fire damage to a random target and jumps to other players nearby, affecting up to 3 targets in 10 man, but 5 targets in 25 man.
- Incinerate Flesh - Absorbs 30,000 points healing done to the target (60,000 in 25 man) and reduces the damage done by the target by 50%. If the spell is not removed by healing through it, it will cause Burning Inferno. That will kill nearly the entire raid. Incinerate Flesh lasts 12 seconds or until the spell absorbs its healing limit.
- Legion Flame - Inflicts light Fire damage every 1 second for 6 seconds. The target also spawns a Legion Flame every 1 second.
- Infernal Eruption - Summons an Infernal Volcano, which shoots Felflame Infernals at players over 15 seconds. Every time an Infernal lands, it causes Infernal Eruption, inflicting moderate Fire damage to targets in a 10 yard radius. Up to three Felflame Infernals will spawn, althought usually not all at once.
- Nether Portal - Summons a Nether Portal and inflicts light Shadow damage to targets in a 10 yard radius of the portal. The Portal spawns a Mistress of Pain.
- Nether Power - Increases magic damage done by 20% per application. Jaraxxus will buff himself with 5 stacks in 10 man, and 10 stacks in 25 man.
- Fel Inferno inflicts light Fire damage every 1 second for 6 seconds to targets within 15 yards.
- Fel Streak allows the Infernal to charge a target, inflicting light Fire damage to any target on its path. So, don't stand in that fire.
- Shivan Slash inflicts heavy damage and ignores armor.
- Spinning Pain Spike is occasionally cast on a random target, inflicting high physical damage based on the target's maximum health.
Lord Jaraxxus is basically a reflex fight. It's one that will put your off-tank and your healers very much on their toes.
You can basically have your main tank park Jaraxxus dead center in the room. When adds spawn, your off-tank has to quickly grab them, and your DPS has to quickly kill them. That's fairly standard action for your DPS (generally, if adds exist, kill the adds). The spawning infernals will get your off-tank moving pretty quickly, though, as he or she won't have a lot of time to dilly-dally when they spawn.
Legion Flame will put a fire under its target. As with almost all raids everywhere, don't stand in the fire. Your reflexes will have to be sharp to keep moving, and not get burnt to a crisp.
Incinerate Flesh is a big deal for this fight. When it drops on a player, your healers need to get big healing numbers on them very, very fast. If they can't "heal down" the shield, then an area effect will damn near wipe your raid. If the area effect damage doesn't kill your raid, it will certainly hurt it badly enough that Jaraxxus and the next set of spawns won't have much trouble.
Infernals are a pain for your off-tank. They are spawned by little volcanoes that grow up out of the ground. And while you'll know where the volcano itself is, that doesn't have much impact on where the infernal will pop up. Paladins are very strong off-tanks for this fight, thanks to their wide array of demon-fetching ranged abilities. However, even a Paladin will have to move fast to grab aggro, providing DPS the precious seconds need to burn the infernal down.
When a Mistress of Pain shows up, same thing. Grab it, and kill it. However, her Spinning Pain Spike will keep her bouncing around the entire raid. It's important that your tank work fast and hard to keep picking her up after each piledriver, as it can feel like she's jumped a mile away each time.
Nether Power can be a problem if it gets stacked all the way up. However, you have a wide variety of options to deal with it. A Mage can Spellsteal it, or Hunters can pop it off with a Tranq shot. Basically, use the abilities you'd use to strip a buff off someone. That will distract your purgers from their DPS rotations, but that's probably better than letting Lord Jaraxxus stack up huge hitting power.
Other than that, it's mostly a tank and spank. Good luck!
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Check us out weekly to learn the strategies, bosses, and encounters that make end-game raiding so much fun.Filed under: Analysis / Opinion, Guides, Ready Check (Raiding)
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Reader Comments (Page 2 of 2)
Firestride Sep 30th 2009 11:02AM
Fine advice, but what about this fight, on regular, is so hard? I'm not in an amazing raiding guild, but I've wiped 3-5 times as many times on the Beasts than this guy.
Basic fight: tanks tank, healers heal, dps pew pew boss until adds, then adds, then boss when adds are dead. Don't stand in fire.
This is 95% of what WoW raiding is. All this fight adds is a fire debuff you have to think about where you want to leave on the ground and a buff on the boss that needs to be dealt with.
theRaptor Sep 30th 2009 11:13AM
Yeah this fight is the easiest in there on normal. It is funny how much tougher beasts was then nearly all the other bosses until they nerfed it. First couple of weeks my guild would wipe a bunch of times on beasts then go on to one shot all the other bosses. Pretty funny.
Matthew Rossi Sep 30th 2009 11:19AM
It's not a hard fight for a DPS at all, unless you're expected to purge or spellsteal. But for a tank or healer it's a very jittery fight. Heroic becomes even more so.
jrizutko Sep 30th 2009 1:12PM
Gotta agree with Firestride. Maybe this one is significantly tougher on heroic, but on normal as a healer, I found this fight to be pretty simple. We down him on the second attempt, and have never had more than one wipe since.
Methuus Sep 30th 2009 11:15AM
My guild deliberately didn't read anything about the Trial of the Crusader encounters beforehand so we could have the fun of figuring out the fights ourselves.
So, second week, we've just downed the beasts. 25 players buffed and ready. Spread out around the room facing the big gate. Fingers poised over buttons. Tension is high. Readycheck. The gate opens, and in walks... a gnome!
visitingl337n00b Sep 30th 2009 11:19AM
I have to agree with Firestride that this fight is not nearly as much of a test of your raid as beasts (or any other fight in ToC, for that matter). Incinerate Flesh does not require "hard and fast" healing, it requires 15k over 12 seconds - something one healer can do in their spare time. Legion Flame doesn't require staying on your toes, it simply requires running in a straight line for six seconds. Other than that, this fight is just a tank and spank with occasional adds. Unsurprisingly, the strategy is to kill the boss when there are no adds, kill the adds when there are adds. On heroic there is the additional challenge of dpsing down the portal/volcano before it gets to spawn extras.
I'm not trying to diminish the fight or say that you suck if you don't walk all over it, but this is the easiest fight in ToC, and you should expect to wipe three or four times as many times to every other fight while learning them as you do on this one.
Matthew Rossi Sep 30th 2009 11:20AM
Oddly enough, we demolished Beasts and then spent a night learning this boss. Same on heroic: Beasts down in a try or two, several attempts getting Malchezzar 2.0 down. Different raids do things differently. Similarly, Faction Champs was a breeze for us.
Az Sep 30th 2009 11:43AM
On heroic, if you simply kite the Legion Flames to the wall, chances are you will range your healers and die. Similarly, Incinerate Flesh is not a complete joke on heroic, and multiple add spawns (ie 2 or more Mistresses) can really ruin your day. It's not a super difficult fight on heroic, but it is not a cakewalk either.
Priestin Sep 30th 2009 11:47AM
Definitely the easiest fight in ToC, but also the most fun.
SUnwing Sep 30th 2009 10:25PM
This guy is a cakewalk. By far the easiest boss in the instance.
Alkatraz Sep 30th 2009 1:20PM
This article could have been better written. Maybe explain the key differences between normal and heroic. Like DPS'ing the portals and volcanoes down before too many adds spawn (cant do that in normal). How about the silence effect the Mistress have? Maybe mention the healers can cast an off school spell to eat the silencing kiss. Infernals will AoE immediately after they charge someone. Psh maybe even throw a loot list on the end of the article, or at least a link to one.
Slugburn Sep 30th 2009 1:41PM
We had a rough time on this one our first time. Our raid lead was convinced that people were dying because the fel lightning was jumping to too many people. It took a bit of convincing to make our lead understand that getting rid of the nether power was the key to not wiping the raid...10k damage to 5 people can be handled, 30k damage to one person will eventually kill everyone.
Sleutel Sep 30th 2009 6:34PM
Raid check? Jaraxxus? Seriously? Are we thinking of the same boss, here? IME, if your group can make it through Northrend Beasts, Lord Jface is a cakewalk.
pietrex Sep 30th 2009 7:08PM
I like this fight for one reason - being a mage, I'm always at the top of the meters because of Jaraxxus's buff I keep stealing. :D When you time it with cooldowns (Arcane Power, Icy Veins, haste pot and - oh, yes, please - Bloodlust), no one will be able to keep up with your DPS. Purging it is wasting it unless you don't have a mage. Also, you will be actually surprised how quickly Spellsteal can eat your mana pool. :)
Tuffen Oct 1st 2009 6:14PM
Incinerate Flesh is overhyped in every group I run with and every write up I see. If you fail to heal it down in time the Burning Inferno will cause 10-12k raid damage over 5 seconds. Not even close to a wipe and nothing a couple of Chain Heals can't sort. Healers should be aware of it but should not defer a more important cast to respond to it.
Legion Flame is definitely the number 1 killer unless the big fella isn't getting dispelled of Nether Power promptly.
I only heal down Burning Inferno if there is no serious damage being taken elsewhere.